Last blog I explored the use of cutscenes in videogames and how they are used or in some cases overused. As I was exploring different cutscenes on the internet and replaying specific levels from my favorite videogames I eventually came across an old nostalgic game that was one of my favorite when I was younger, Transformers: Fall of Cybertron. I mentioned this game in the previous blog, but in this particular dive into videogame narratives, I wish to explore an element that this game executes brilliantly: Level design. The reason I want to focus on Fall of Cybertron, in particular, is because as I was walking down memory lane, I realized that this game uses level design in such an effective manner that it made me want to write about it. So I will.
Before I gush about Fall of Cybertron however I feel obligated to explain what level design is. Not to be confused with environmental design, which focuses on the nonplayable elements to instill atmosphere in a videogame, the level design focuses on the interactive elements players will experience during a game. Elements of a level do not stop simply end at the environment itself. The character you’re playing as and the abilities at their disposal, types of enemies you go up against, hazards, and so much more can be manipulated in various ways to create a unique and engaging experience. These same experiences can be used to explore a game’s narrative themes or plot points, in a way that is both entertaining to the player and elaborate enough for a storyteller.
Now back to Cybertron. Fall of Cybertron is the second game in the High Moon Transformers series detailing the end of the civil war between the robotic lifeforms of the Autobots and Decepticons. Throughout the game you play as characters on both sides, seeing how the war progresses from multiple perspectives and different gameplay styles. Sometimes the characters you play can fly or use a grappling hook or summon orbital bombardments, all of which are determined by the character and point in the story. The level with Optimus Prime is what inspired me to delve into this subject. Whenever we hear about Optimus several characteristics come to mind: Compassionate, powerful, and wise. When we get to play as him, we see these characteristics in full instead of just hearing about them. At several points, the player is given a choice to go out of their way to help nameless Autobot soldiers, either helping them when being crushed by rubble or saving them when they are about to be killed by a Decepticon warrior. By the end of the level, the player should get a firm understanding of why Prime is the leader of the autoboots and a powerful warrior in his own right.
However as great as this level is, there is one other that I believe uses its elements of level design even better. The level where you play as the dinosaur berserker Grimlock. One of the most unique aspects of this level is the character you’re playing as. In the setup for this part of the story, the mad scientist Shockwave captured Grimlock and performed numerous experiments, turning him into a near mindless brute with unparalleled fighting capabilities. This is reflected in his stat line, as Grimlock has triple the health of most other playable characters in the game. Not only that but his fighting style is unique, being almost entirely melee in a game focusing on third-person cover shooting. As the cherry on top, Grimlock’s transformation is conditional instead of on command like every other character. As Grimlock gets angrier and angrier, a meter fills up at the bottom of the screen. Once this is full you can transform into a fire-breathing mechanical T-rex, further demonstrating how much of a destructive force of nature Shockwave has turned him into.
Besides just the character being unique, the level itself is adjusted to accommodate the player’s new fighting style. Instead of fighting ranged robot soldiers, you fight mechanical insects which also engage in melee combat. Not only does this prevent the level from being frustrating as enemies plink away your health from where you can’t reach them, but they also only show up here adding to its unique elements. Throughout the level Grimlock and his team slowly escape, learning what happened to them through either Shockwave monologuing over intercoms or interacting with terminals. These terminals are a smart addition to the level design, as they are entirely optional for players to experience but help flesh out the characters if they choose to activate them. Where Optimus Prime’s level demonstrates how kind and wise his character is, this level demonstrates how destructive Grimlock is, with normal enemies literally cowering and running away once they see you. This awesome level culminates in hunting down the mad scientist himself, where Grimlock becomes so unbelievably livid that he permanently transforms into the fire-breathing T-Rex running rampant as he attempts to escape.
Personally, the reason why these levels are so good is that they accomplish multiple things at once from both a gameplay and storytelling perspective. Although we are told that Grimlock is nothing more than a mindless brute, we are shown the contrary in the form of his compassion toward his team and ingenuity in fighting tough opponents. At several points in the level, Grimlock has to adapt to his new form by throwing objects since he doesn’t have ranged attacks and coordinating with his team to get through specific obstacles. That and the attention to particular elements in this level is great. Little details like the local upgrade station being incompatible with Grimlock’s new form so you can destroy it out of frustration. Or whenever he opens the door he rips it off of its hinges in stark contrast to Optimus Prime as all he can do is open it with great effort. Or my favorite part, where you can press a button to shut up villains as they monologue toward the one character who could care less. Except for several brief cutscenes at no point does the gameplay stop you dead in your tracks to explain something to the player. Good level design is a versatile tool that can create unmatched experiences for players. By interweaving story and gameplay elements levels can achieve a level of immersion and storytelling other mediums simply can’t. With enough creativity, they could even create something truly memorable, much like Fall of Cybertron.
-Brandon Peck, Blogger.
Brandon Peck – Asst Blog Editor, Prose Editor, and Layout Editor: Brandon is a Senior at Lewis University. He holds a great interest in painting miniatures and writing stories in his spare time. In addition, he enjoys many different kinds of media, ranging from movies to anime to video games, always keeping up to date with the latest trends of the time. Some of Brandon’s favorite pieces of writing include Devastation of Baal, Baneblade, Spiderman: Into the Spiderverse, and Fallout: New Vegas.